Labyrinth Lord Revised does not include rules for half-elf player characters. I understand why, given the game's streamlined nature. However, I personally really like half-elves being a viable option at the gaming table and while I wrote a Half-Elf class for Labyrinth Lord years ago, I had an idea to change things up to help diversify things a touch. Half-elves are known for the their range of abilities and potential in many different professions, so I tried to capture that in a very simple fashion. It's really simple. Want to play a half-elf? Awesome. Here's how it works:
HALF-ELVES
- Half-elves select a class at character creation. They may select Cleric, Fighter, Magic-User, or Thief. They may only reach 15th level in their selected class.
- Half-elves have infravision at a range of 30 feet.
- Half-elves receive a +2 to all saving throws made to resist ghoul paralysis.
- Half-elves can speak their alignment language, common, elvish, and orc.
That's it. Yes, it's a bit of race-and-class, but it's super simple and don't see it getting in the way of Labyrinth Lord's quick-and-easy style of play.
Do you often campaign to 15th level?
ReplyDeleteNot often, but given that the benefits are incidental I took the LL human max level (20th) and the LL elf max level (10th) and went down the middle.
DeleteWhy are there never Half-gnomes?
ReplyDeleteBecause no one wants to sleep with a gnome.
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